using System; using Cpp2IlInjected; using RecRoom.Core.ImageEffects; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; // Token: 0x02002F84 RID: 12164 [Token(Token = "0x2002F84")] public class KBNDJFKFNEM : PostProcessEffectRenderer { // Token: 0x06014B9A RID: 84890 RVA: 0x004DAC70 File Offset: 0x004D8E70 [Token(Token = "0x6014B9A")] [Address(RVA = "0xDBC6A0", Offset = "0xDBB4A0", VA = "0x180DBC6A0", Slot = "8")] public override void Render(PostProcessRenderContext LHOMKMINCHH) { PropertySheetFactory k__BackingField = LHOMKMINCHH.k__BackingField; Shader shader = Shader.Find("Hidden/AG/ComfortSettingsRenderer"); PropertySheet propertySheet = k__BackingField.Get(shader); MaterialPropertyBlock k__BackingField = propertySheet.k__BackingField; Camera camera = LHOMKMINCHH.m_Camera; int ikjgniglfbm = KBNDJFKFNEM.LDGBAJOFEPH.IKJGNIGLFBM; float stereoSeparation = camera.stereoSeparation; k__BackingField.SetFloatImpl(ikjgniglfbm, stereoSeparation); MaterialPropertyBlock k__BackingField2 = propertySheet.k__BackingField; int nmlipapjnei = KBNDJFKFNEM.LDGBAJOFEPH.NMLIPAPJNEI; k__BackingField2.SetFloatImpl(nmlipapjnei, stereoSeparation); MaterialPropertyBlock k__BackingField3 = propertySheet.k__BackingField; int fmlbakhgdmd = KBNDJFKFNEM.LDGBAJOFEPH.FMLBAKHGDMD; k__BackingField3.SetFloatImpl(fmlbakhgdmd, stereoSeparation); MaterialPropertyBlock k__BackingField4 = propertySheet.k__BackingField; int hangfimjcll = KBNDJFKFNEM.LDGBAJOFEPH.HANGFIMJCLL; k__BackingField4.SetFloatImpl(hangfimjcll, stereoSeparation); MaterialPropertyBlock k__BackingField5 = propertySheet.k__BackingField; MaterialPropertyBlock k__BackingField6 = propertySheet.k__BackingField; int icodapdehac = KBNDJFKFNEM.LDGBAJOFEPH.ICODAPDEHAC; k__BackingField6.SetFloatImpl(icodapdehac, stereoSeparation); MaterialPropertyBlock k__BackingField7 = propertySheet.k__BackingField; int jmogglmfmig = KBNDJFKFNEM.LDGBAJOFEPH.JMOGGLMFMIG; k__BackingField7.SetFloatImpl(jmogglmfmig, 1f); MaterialPropertyBlock k__BackingField8 = propertySheet.k__BackingField; int bonkpmghkhc = KBNDJFKFNEM.LDGBAJOFEPH.BONKPMGHKHC; k__BackingField8.SetFloatImpl(bonkpmghkhc, 1f); CommandBuffer k__BackingField = LHOMKMINCHH.k__BackingField; RenderTargetIdentifier k__BackingField = LHOMKMINCHH.k__BackingField; IntPtr bufferPointer = LHOMKMINCHH.k__BackingField.m_BufferPointer; RenderTargetIdentifier k__BackingField = LHOMKMINCHH.k__BackingField; IntPtr bufferPointer2 = LHOMKMINCHH.k__BackingField.m_BufferPointer; } // Token: 0x06014B9B RID: 84891 RVA: 0x004DADAC File Offset: 0x004D8FAC [Token(Token = "0x6014B9B")] [Address(RVA = "0xDBCAE0", Offset = "0xDBB8E0", VA = "0x180DBCAE0")] public KBNDJFKFNEM() { } // Token: 0x02002F85 RID: 12165 [Token(Token = "0x2002F85")] private static class LDGBAJOFEPH { // Token: 0x0400DB50 RID: 56144 [Token(Token = "0x400DB50")] public static readonly int IKJGNIGLFBM = Shader.PropertyToID("_stereoSeparation"); // Token: 0x0400DB51 RID: 56145 [Token(Token = "0x400DB51")] public static readonly int NMLIPAPJNEI = Shader.PropertyToID("_vignettePower"); // Token: 0x0400DB52 RID: 56146 [Token(Token = "0x400DB52")] public static readonly int FMLBAKHGDMD = Shader.PropertyToID("_vignetteSquareness"); // Token: 0x0400DB53 RID: 56147 [Token(Token = "0x400DB53")] public static readonly int HANGFIMJCLL = Shader.PropertyToID("_vignetteSmoothness"); // Token: 0x0400DB54 RID: 56148 [Token(Token = "0x400DB54")] public static readonly int DPAAENKHKKG = Shader.PropertyToID("_vignetteColor"); // Token: 0x0400DB55 RID: 56149 [Token(Token = "0x400DB55")] public static readonly int ICODAPDEHAC = Shader.PropertyToID("_grayscale"); // Token: 0x0400DB56 RID: 56150 [Token(Token = "0x400DB56")] public static readonly int JMOGGLMFMIG = Shader.PropertyToID("_fade"); // Token: 0x0400DB57 RID: 56151 [Token(Token = "0x400DB57")] public static readonly int BONKPMGHKHC = Shader.PropertyToID("_aspect"); } }